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Showing posts from September, 2018

Weather

This is untested. How to deal with weather?  I don't want a complicated table, and I don't want to roll too often--like less than three times per day of travel, and averaging close to once per day. This table is what I'm thinking about: 1-8 Calm (sunny day or clear night) 9-14 Partly cloudy 15-20 Cloudy 21-26 Precipitating (rain,  snow) 27-30 Turbulent (thunder, hail, fierce winds) Method : Roll 1d6:  If it's even,  subtract the value  if it's odd, add the value. The table bottoms out at 1, and is capped at 30.  If there's a transition to a new kind of weather, roll again in 1d6 turns. Otherwise roll again in 1d6 x 8 hours, unless the value is over 20, then roll in 1d3 hours. Why? : Weather goes for days at a time in a more or less steady state. If there is precipitation, it's preceded by clouds. Precipitation can last a while, but sometimes it only happens briefly (roll in 1d6 turns), then it's gone. But how do you deal with some

Looting the Dead for Fun and Profit

Inspired by this post on Hack & Slash . Grave Robbing My first reaction was to make grave robbing dangerous, inconvenient, and socially negative.  If a party loots a corpse, or worse robs graves, there should be a chance of the following: Curses from the appropriate god of the dead/afterlife for stealing from the dead.  Especially if they're heretics, heathens, or godless. Cursed items.  Everyone knows that you bury dead warriors with their weapons not just because they need them in the next life, but because they become cursed in this life. Diseases for mucking about with decomposing bodies. A hit to their reputation if they're found out, because nobody likes grave robbers.  ("Hey, this looks like old aunt Bertha's necklace.  Wait, it is old aunt Bertha's necklace!") My second reaction was to look at those tables.  There are some good entries there.  I'd prefer the oddities event to be rarer, but th